![]() ![]() Peep and the Big Wide World ® is produced by WGBH and 9 Story Entertainment in association with TVOntario. “Peep,” “Quack,” “Chirp,” “Tom” and “Nellie” were originally created by Kai Pindal for the National Film Board of Canada productions The Peep Show, © National Film Board of Canada, 1962, and Peep and the Big Wide World, © National Film Board of Canada, 1988. All third party trademarks are the property of their respective owners. Peep and the Big Wide World and the Peep characters and related indicia are trademarks of WGBH Educational Foundation. ![]() Tell children that the game will be available in the Technology Center and they’ll have many more opportunities to play. Can you hear any rhythms? Do the animals make the same or different rhythms?.Can you make it so just two animals make music? What does that sound like? Do you like it when lots of animals are making music, or just a few? Why do you like lots of/few sounds?.Which sounds do you like the best? Why do you like the sound? Which ones are the funniest? Why do you find them funny? (Encourage children to think about pitch, volume, and rhythm.).Click on any animal again to make them stop. Tell children that in this game, animals make some wonderful music together-and they'll help them. Sounds have a source-a sound can be tracked to its source.Sounds can vary in volume (loud and soft), and pitch (high and low).Different objects make different sounds.It allows them to mix and match sounds as they click on characters that represent different musical rhythms. (Like when it’s in a chain initialized by the fire button input event or pressing any key/gamepad button event.) All of my issues here are resulting from being initialized by Event Begin Play or Event Hit.This game encourages kids to explore music. Last item of note: when I play sound off of an input action on my character Blueprint, it works perfectly on all players. So before I dig into making my own BP struct for each sound effect (which I’m still a little fuzzy on how exactly to do that in BP), do I sound close enough to getting it in my character blueprint or should I scrap all that jazz and use what you’re referring to? But even dragging off “failed” on my cast to play a sound plays on all players. I feel like if I can find that ONE right check to do for that host/listen server player and then play sounds it should work. When I try to cast to my player controller blueprint, the cast fails if the player is the listen server. This works on all 7 clients - meaning the player-only sounds play correctly on their respective machines - but NOT on the host/listen server player. I have been so close to getting everything to work as intended by calling sounds straight from the character/Player controller blueprint by getting the controller in my character blueprint and casting to my player controller blueprint where I then call a custom event to connect to the correct sound. Everything works as intended (gameplay, variables, VFX, server travel, player possession) by only using Blueprints and audio is my only remaining hurdle. Could you show an example of how you have done those checks through a specific audio Blueprint Struct/Sound Cue? The data for that is also setup in C++ project-level wrappers to those calls. We make use of SoundCue parameter and distance based crossfades. We rarely call PlaySound or SpawnSound calls directly from BP and instead call our own project-level wrappers that do a bunch of state checks, etc. This is roughly the paradigm we use for our own internal games. It’s probably best to wrap the call to PlaySound* (or SpawnSound*) type calls in your own project’s BP library to do the appropriate checks before playing the sound. You’ll either want to create a BP struct or some other way to hold the local-sound vs non-local sound for a given event. Then, once you’ve determined if the actor/character/controller/pawn is local, you’ll need to play the appropriate sound. Virtual bool IsLocall圜ontrolled() const īool FGameplayAbilityActorInfo::IsLocall圜ontrolledPlayer() const UFUNCTION(BlueprintPure, Category="Pawn") ** true if controlled by a local (not network) Controller. UFUNCTION(BlueprintCallable, Category="Pawn") There are a number of different types of objects a sound can play on, and you’ll have to check for locality for each of them.ĪPI functions to look at are the following: /** Returns whether this Controller is a locally controlled PlayerController. The only way to do it is to branch on whether or not the character is locally controlled by the player, is a local player controller, or if the pawn is player controlled.
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